Search found 1235 matches

by MF-
Fri Aug 07, 2015 6:22 am
Forum: General discussion
Topic: Let's say you have 8 colors of logic wires
Replies: 12
Views: 12979

Re: Let's say you have 8 colors of logic wires

Complex? Nah.

But think about the riddiculous power poles designed to hold 9 separate wires at a time.
by MF-
Sun Aug 02, 2015 7:44 am
Forum: Duplicates
Topic: [0.12] [Windows 10] [AMD graphics card] Failed to create display
Replies: 10
Views: 12580

Re: Failed to create display

Perhaps.. if you stated your OS type and version
and then proceeded with CPU, GPU and VRAM information...
by MF-
Sun Aug 02, 2015 7:41 am
Forum: Resolved Problems and Bugs
Topic: [0.12.1] train signal symmetric inconsistency
Replies: 11
Views: 22547

Re: [0.12.1] train signal symetric inconsistency

I don't understand what is happening nor what should be happening there.
by MF-
Sun Aug 02, 2015 7:07 am
Forum: Resolved Problems and Bugs
Topic: [0.12] [Oxyd] Headless mode is unusable
Replies: 20
Views: 8918

Re: [0.12] Headless mode is unusable

If you're concerned about bloat... echo 'void*XOpenDisplay(){return 0;}int XInitThreads(){return 1;}' > x.c && cc -shared -o libX11.so.6 x.c && touch empty.c && for i in libXext.so.6 libXfixes.so.3 libXrender.so.1 libGL.so.1 libXcursor.so.1; do cc -shared -o $i empty.c; done...
by MF-
Sun Aug 02, 2015 6:47 am
Forum: Multiplayer
Topic: How-to Make a server on VPS(DigitalOcean,)
Replies: 10
Views: 43517

Re: How-to Make a server on VPS(DigitalOcean,)

That also works :)
by MF-
Sun Aug 02, 2015 6:45 am
Forum: Resolved Problems and Bugs
Topic: [0.12.1][Twinsen]Arithmetic Combinator Inconsistent behavior
Replies: 3
Views: 3991

Re: [0.12.1][Twinsen]Arithmetic Combinator Inconsistent behavior

Remove sleeping? seems like an overkill to me.
Can't you just update the combinator output before putting it to sleep or something?
by MF-
Fri Jul 31, 2015 8:06 am
Forum: Multiplayer
Topic: How-to Make a server on VPS(DigitalOcean,)
Replies: 10
Views: 43517

Re: How-to Make a server on VPS(DigitalOcean,)

Wait.. does that mean factorio --headless won't start without having X and alsa libraries present? Kinda makes sense it worked that way. But it might be reported in the bugs section. Title suggestion: "Running headless factorio on a truly headless linux server" Since this is a generally us...
by MF-
Fri Jul 31, 2015 7:59 am
Forum: Ideas and Suggestions
Topic: Programmable smart inserter filters (was: network inserters)
Replies: 9
Views: 3744

Re: Network Inserter

.... unless the place it would empty to would be blocked.
In that case even a chest that empties automatically would block.

smart inserter -> chest -> smart inserter should be able to do the trick.
by MF-
Wed Jul 29, 2015 7:40 am
Forum: Minor issues
Topic: [0.12.1] Right-To-Left languages are presented Left-To-Right
Replies: 50
Views: 36581

Re: [0.12.1] Right-To-Left languages are presented Left-To-Right

I guess that would be the result of "if (hebrew) then just_print_everything_RLT" ?
Still good progress I'd say.

Now you have to invert the LTR/English text in the hebrew files,
which is much less tedious. :)
by MF-
Wed Jul 29, 2015 7:37 am
Forum: Ideas and Suggestions
Topic: Circuit Network Button
Replies: 3
Views: 1973

Re: Circuit Network Button

For a typewriter you'd may want to request a "pressure plate" kind of device. I think there should be all the typical minecraft input devices. If you want to make a suggestion, feel free to incorporate other useful peripherals I suggested in a noisy thread where they got burried: https://f...
by MF-
Wed Jul 29, 2015 7:30 am
Forum: Resolved Problems and Bugs
Topic: [0.12.0] [posila] Shotgun damaging objects from behind
Replies: 3
Views: 2643

Re: Shotgun damaging objects from behind

Can you shoot yourself too?
by MF-
Wed Jul 29, 2015 7:13 am
Forum: Releases
Topic: Version 0.12.0
Replies: 165
Views: 138675

Re: Version 0.12.0

You can shift click a pole to remove the electrical connections, there's your "wire stand" Obviously, but current power poles are too huge and high. My one-wire-stand pole would be as low as an chest and possibly wouldn't support power wiring OR even only one CCnet wire altogether. It wou...
by MF-
Sun Jul 26, 2015 9:54 am
Forum: Resolved Problems and Bugs
Topic: [0.12.1][posila] Odd bug when spitters get stuck
Replies: 3
Views: 3065

Re: [0.12.1] Odd bug when spitters get stuck

Or, if it's reproducible,
attach the map for the devs to inspect when it happens.
by MF-
Sun Jul 26, 2015 9:42 am
Forum: Resolved Problems and Bugs
Topic: [0.12.1] [Martin] Looped Chain Signals Stuck on Blue
Replies: 4
Views: 8888

Re: [0.12.1] Looped Chain Signals Stuck on Blue

It makes perfect sense that it works like this.

I do agree it's confusing, though.
by MF-
Sun Jul 26, 2015 9:18 am
Forum: Releases
Topic: Version 0.12.1
Replies: 77
Views: 59435

Re: Version 0.12.1

FrozenOne wrote:Boats must happen soon. Or at least catapult so i can fling myself to the mainland when i am ready :lol:
That sounds like a viable idea to me :)
Not something one would use to cowardly hide on his island every day,
since the landing after being fired from a catapult sure would be rough.
by MF-
Sun Jul 26, 2015 8:54 am
Forum: Releases
Topic: Version 0.12.0
Replies: 165
Views: 138675

Re: Version 0.12.0

PS: FactorioBot might want to format the announcements better. Quoting this is.. hard. Changes Improvements to circuit network wire connection. You can connect multiple wires of the same color to the same entity. Scripting Changed LuaEntity::neighbours: For electric poles: the wire connections: {cop...
by MF-
Sun Jul 26, 2015 8:17 am
Forum: Releases
Topic: Version 0.12.0
Replies: 165
Views: 138675

Re: Version 0.12.0

The question is if 0.11.22 can be updated at all. And the update package is almost as big as the full download anyway, so just download the instlaler. You don't need to uninstall the previous version, IIRC. Ha, a perfect opportunity to fix all those oversized and "Known incorrect Adobe RGB pro...
by MF-
Mon Jul 20, 2015 5:01 am
Forum: Resolved Problems and Bugs
Topic: [0.12.0] [posila] Electric Wire Graphical bug
Replies: 8
Views: 5713

Re: [0.12.0] Electric Wire Graphical bug

I think you nailed what's wrong.
The wire somehow goes ~20% of it's length behind each pole.

How could that have happened?
by MF-
Mon Jul 20, 2015 4:55 am
Forum: Resolved Problems and Bugs
Topic: [0.12] Headless mode and multiple clients behind NAT
Replies: 23
Views: 15668

Re: [0.12] Headless mode and multiple clients behind NAT

Changing the port in the client definitely should work.
I would use the original port for the headless server.

If not, perhaps you could be running into https://forums.factorio.com/forum/vie ... =7&t=13634 ?

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